#include <windows.h> #include <GL/glut.h> #include <math.h> /*声明四个二次曲面物体*/ GLUquadricObj *quadObj1; GLUquadricObj *quadObj2; GLUquadricObj *quadObj3; GLUquadricObj *quadObj4; static float light_ambient[] = {0.1,0.1,0.1,1.0}; static float light_diffuse[] = {0.5,1.0,1.0,1.0}; static float light_position[] = {90.0,90.0,150.0,0.0}; static float front_mat_shininess[] = {60.0}; static float front_mat_specular[] = {0.2,0.2,0.2,1.0}; static float front_mat_diffuse[] = {0.5,0.5,0.28,1.0}; static float back_mat_shininess[] = {60.0}; static float back_mat_specular[] = {0.5,0.5,0.2,1.0}; static float back_mat_diffuse[] = {1.0,0.9,0.2,1.0}; static float Imodel_ambient[] = {1.0,1.0,1.0,1.0}; static float Imodel_twoside[] = {GL_TRUE}; static float Imodel_oneside[] = {GL_FALSE}; void myInit(void) {  /*设置背景色*/  glClearColor(1.0,1.0,1.0,1.0);
   glEnable(GL_DEPTH_TEST);  glDepthFunc(GL_LEQUAL);
   /*设置光照*/  glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);  glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);  glLightfv(GL_LIGHT0,GL_POSITION,light_position);
   /*设置材质*/  glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse);  glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular);  glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess);
   glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse);  glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular);  glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess);
   /*设置光照模型参数*/  glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient);  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside);
   /*激活关照*/  glEnable(GL_LIGHTING);  glEnable(GL_LIGHT0);  glShadeModel(GL_SMOOTH);  } void myDisplay(void) {  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
   /*创建四个二次曲面物体*/  quadObj1 = gluNewQuadric();  quadObj2 = gluNewQuadric();  quadObj3 = gluNewQuadric();  quadObj4 = gluNewQuadric();
   /*绘制一个圆柱体*/  glPushMatrix();  gluQuadricDrawStyle(quadObj1,GLU_FILL);  gluQuadricNormals(quadObj1,GL_FLAT);  gluQuadricOrientation(quadObj1,GLU_INSIDE);  gluQuadricTexture(quadObj1,GL_TRUE);
   glColor3f(1.0,1.0,0.0);  glRotatef(30,1.0,0.0,0.0);  glRotatef(40,0.0,1.0,0.0);  gluCylinder(quadObj1,2.0,2.0,9.0,20.0,8.0);  glPopMatrix();
   /*绘制一个球体*/  glPushMatrix();  gluQuadricDrawStyle(quadObj2,GLU_SILHOUETTE);  glTranslatef(-5.0,-1.0,0.0);  gluSphere(quadObj2,3.0,20.0,20.0);  glPopMatrix();
   /*绘制一个圆盘*/  glPushMatrix();  gluQuadricDrawStyle(quadObj3,GLU_LINE);  glTranslatef(-2.0,4.0,0.0);  gluDisk(quadObj3,2.0,5.0,15.0,10.0);  glPopMatrix();
   /*绘制一个部分圆盘*/  glPushMatrix();  gluQuadricDrawStyle(quadObj4,GLU_POINT);  glTranslatef(-3.0,-7.0,0.0);  gluPartialDisk(quadObj4,2.0,5.0,15.0,10.0,10.0,100.0);  glPopMatrix();
   /*删除四个二次曲面物体对象*/  gluDeleteQuadric(quadObj1);  gluDeleteQuadric(quadObj2);  gluDeleteQuadric(quadObj3);  gluDeleteQuadric(quadObj4);    glFlush(); } void myReshape(int w,int h) {  glViewport(0,0,(GLsizei)w,(GLsizei)h);  glMatrixMode(GL_PROJECTION);  glLoadIdentity();  gluPerspective(45.0,(GLfloat)w/(GLfloat)h,1.0,50.0);  glMatrixMode(GL_MODELVIEW);  glLoadIdentity();  glTranslatef(0.0,0.0,-25.0); } int main(int argc,char ** argv) {  /*初始化*/  glutInit(&argc,argv);  glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);  glutInitWindowSize(400,400);  glutInitWindowPosition(100,100);
   /*创建窗口*/  glutCreateWindow(" DRAW QUADRIC OBJECTS ");
   /*绘制与显示*/  myInit();  glutReshapeFunc(myReshape);  glutDisplayFunc(myDisplay);
   glutMainLoop();  return 0; }  |